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Celeste Tech Checklist (Current Implementation Snapshot)

This checklist is a coverage matrix for this prototype. The technique taxonomy and behavior summaries are adapted from Tech - Celeste Wiki, whose text content is available under the GNU General Public License, version 3 only. This file is marked GPL-3.0-only to keep that adapted material's licensing explicit.

The implementation notes describe this prototype's own TypeScript/Phaser behavior. No Celeste game assets, maps, art, audio, screenshots, or commercial game files are included.

Legend:

  • WORKS: implemented and behavior is broadly correct
  • EXCLUDED: requires missing entities or input systems, or depends on exact subpixel/engine behavior that cannot be derived confidently from the local Celeste reference snapshot

Mechanics

Technique Status Notes
Berry Mechanics EXCLUDED No strawberry system
Climbhop WORKS Climb hop state transition and speeds present
Corner Correction WORKS Upward + dash corner correction set to 4px
Coyote Time / Coyote Jump WORKS Usable window matches the Celeste timing path in the local reference
Dash Attack WORKS Timer and wallbounce/super interaction timing match the Celeste reference constants
Directional Spikes WORKS Spike checks now use direction-aware edge contact instead of raw overlap
Fastbubbling EXCLUDED No bubble entities
Fastfalling WORKS 160 -> 240 max fall path implemented
Input Buffering WORKS Usable jump buffer window matches the expected 5-frame behavior at 60 Hz
Liftboost EXCLUDED Core storage exists, but no movers using it
Screen Transition WORKS Authored rooms, adjacency lookup, camera scroll transitions, room-local checkpoint updates, dash/stamina refill, and upward-transition bounce are implemented and covered by focused model/gameplay tests; the transition orchestration is a local/speculated implementation rather than behavior derived from the local Celeste reference snapshot

Dash Tech

Technique Status Notes
Spring Cancel EXCLUDED No springs
Superdash WORKS 260 speed behavior present
Hyperdash WORKS 325 speed, halved jump height behavior present
Wavedash WORKS Wavedash path emits and uses hyper values
Extended Dashes WORKS Dash refill + jump timing produces extended supers/wavedashes
Reverse Dashes WORKS Reverse super/hyper path present
Superwave WORKS Composed from the verified extended super + reverse wavedash behavior
Ultradash WORKS Down-diagonal ground conversion and 1.2x multiplier behavior present
Chained Ultras WORKS Ultra state carries correctly; chaining depends on terrain/setup rather than a separate mechanic
Grounded Ultras WORKS 390 burst observed from 325 * 1.2
Grounded Ultra Cancel EXCLUDED Requires dash interruption sources not present
Delayed Ultra WORKS Landing after a down-diagonal dash still applies the ultra slide conversion
Demodash WORKS Dedicated configurable crouch-dash input and manual down+dash startup both use the 6px crouched hitbox / 4px hurtbox; manual down+dash can redirect left/right before dash motion commits and ignores direction changes after commit
Demohyper WORKS Horizontal crouch dash / demodash into jump resolves through the crouched super-jump path, produces hyper values, and keeps faster horizontal dash startup than a down-diagonal hyper setup
Up Diagonal Demo WORKS Manual down+dash startup can redirect to up-diagonal before dash motion commits, preserves the crouched hurtbox through the dash, then returns to normal height after dash end
Wallbounce WORKS Updash + wall jump yields super wall jump values (170/-160)
Spiked Wallbounce WORKS Enabled by the corrected directional spike handling

Dashless Tech

Technique Status Notes
Bunnyhop WORKS Ground jump timing preserves speed as expected
Cornerkick WORKS Corner wall-jump interactions are present
Ceiling Pop EXCLUDED Subpixel-exact ceiling-pop behavior is not derived confidently from the local reference snapshot
Crouch Jumps WORKS Crouched jump state flow exists
Neutral Jump WORKS Neutral climb jump + return works
5jump WORKS Top-of-wall climb/wallkick behavior allows it
Cornerboost EXCLUDED The retained-speed primitive is present, but exact cornerboost parity is a subpixel-emergent behavior not fully derived from the local reference
Downward Cornerboosts EXCLUDED Depends on the excluded cornerboost audit
6jump EXCLUDED Depends on the excluded cornerboost audit
Double Cornerboost EXCLUDED Depends on the excluded cornerboost audit
7jump EXCLUDED Depends on the excluded cornerboost audit
8jump EXCLUDED Depends on the excluded cornerboost audit
9jump EXCLUDED Depends on the excluded cornerboost audit
Reverse Cornerboost EXCLUDED Depends on the excluded cornerboost audit
Neutral Reverse Cornerboost EXCLUDED Depends on the excluded cornerboost audit
Spiked Cornerboost EXCLUDED Depends on the excluded cornerboost audit plus exact spike-tech parity
Disappearing Block Cornerboost EXCLUDED No disappearing/cassette/door blocks
Spike Climb EXCLUDED Exact spike-wall interaction needed for faithful spike climbing is not derived confidently from the local reference snapshot
Spike Clip EXCLUDED Exact spike hitbox/step-order parity is not derived confidently from the local reference snapshot
Spike Jumps EXCLUDED Requires wind/moving entities
Stamina Cancel EXCLUDED Precise tap-grab stamina behavior is not derived confidently from the local reference snapshot
Wallboost WORKS Neutral climbjump + opposite direction refunds climbjump stamina
Cornerboost Wallboost (cobwob) EXCLUDED Depends on the excluded cornerboost audit
Wallboost Neutral WORKS Repeated wallboost sequence works functionally
Cornerslip EXCLUDED Exact ground-graze refill behavior is not derived confidently from the local reference snapshot

Entity Tech

All items in this section are currently EXCLUDED because required entities/systems are missing:

  • Archie
  • Bubble Super / Hyper
  • Bumper Clip
  • Explosion Boost
  • Fish / Iceball / Oshiro / Seeker / Snowball Jump
  • Cloud Jump / Spiked Cloud Jump
  • Cloud Hyper/Super
  • Cloud Hyper Bunnyhop
  • Core Hyper/Super
  • Delayed Blockboost
  • Dream Grab
  • Dream Jump
  • Dream Double-Jump
  • Dream Hyper
  • Dream Smuggle
  • Dream Grab Hyper
  • Holdable Dream Hyper
  • Holdable Grabless Dream Hyper
  • Holdable Core Super/Hyper
  • Featherboost
  • Feather Super
  • Heart Ultras
  • Jumpthrough Clip
  • Feather Clip
  • Feather Hitbox Preservation
  • Lava Neutrals
  • Moon Boost
  • Reform Tech
  • Reform Kick
  • Reform Boost (Cassette Boost)
  • Cassoosted Fuper
  • Core Block Entity Displacement
  • Seeker Bounce
  • Theo/Jelly Regrabs
  • Holdable Slash
  • Neutral Drop
  • Holdable Stall
  • Holdable Climb
  • Holdable Neutral Jump
  • Holdable Laddering
  • Theo/Jelly Ultras
  • Holdable Dash Smuggle (From bumpers)
  • Throwable Backboost (Backboost)
  • Jellyvator / Theovator
  • Waterboost
  • Koral Clip
  • Springboost cancel

Other Tech

Technique Status Notes
Bino Tech (all variants) EXCLUDED No binocular system
Bubsdrop EXCLUDED Room routing and upward-transition bounce exist, but bubsdrop-specific momentum cancellation during the transition, return-to-original-room flow, and nearest-available re-entry spawn behavior are not implemented or tested
Cassette Raise EXCLUDED No cassette blocks
Cutscene Warps EXCLUDED No cutscene state machine
Half Stamina Climbing EXCLUDED Requires a tighter audit of wallboost/climbjump timing than the local reference snapshot currently supports
Kermit Dash EXCLUDED Room transitions exist, but Celeste-style dash cancellation while preserving dashattack behavior is not implemented/tested; the relevant target entities such as dream blocks, Kevins, and break blocks are also missing
Pause Buffering WORKS Pause/unpause includes a Celeste-style 10-frame recovery, 6-frame late hold window, and frame-11 repause path
Roboboost EXCLUDED Requires moving blocks and advanced interactions
Screen Transition Cassette Offset EXCLUDED Room transitions exist, but cassette blocks/color phases and their transition-time pixel offsets are not implemented
Spinner Stunning EXCLUDED No spinner entity
Spinner Freeze EXCLUDED No spinner/timeactive system
Undemo Dashing WORKS Neutral/non-down dash startup can redirect downward before dash motion commits without setting the crouched demo flag, so the downward dash keeps the normal hurtbox